I’ve ran this dungeon about 10 times now. As healer and dps.
Just looking at the encounters, ignoring damage values and bugs, I’m having a lot of fun! I’ll split my feedback in 6 sections. One for every boss, one for trash and one for looks.
Blightbone is fun boss, but can be extremely stressfull with a melee heavy group.
Heaving Retch fixated frontal cone is easy enough to dodge for other party members, and the debuff it applies isn’t too bad.
Fetid Gas might be a bit too big of an area. I can see this mechanic becoming an issue once we get into harder difficulties. I do like the idea of silencing the members, but then with a slightly smaller area.
Carrion Worms are the reason I’d like a smaller Fetid Gas area. These worms can be extremely stressful to deal with in melee heavy groups, especially when you also have to dance around Fetid Gas constantly.
I’d suggest giving the Carrion Worms a stacking speed buff, starting from 30% movement speed going to 120% over a short time period. This gives the players a bit more time to deal with them while also keeping the pressure.
Amarath, the Reanimator
A bit underwhelming, nothing really happening outside of Land of the Dead, which brings us to:
Land of the Dead is a fitting ability for the lore of the boss. You’d expect a sadistic leader necromancer raising corpses to fight for him.
This mechanic isn’t too hard to deal with, while still having pressure of dealing with it due to the mages.
Final Harvest is easy to dodge. Maybe increase the area of the explosion or reduce the explosion time.
Bone Spikes I’ve barely noticed this mechanic at all.
Necrotic Bolt could go on other targets than the tank. This would make healing this fight alot more entertaining.
You can see the devs have a fun time creating this one. And it came out really fun and interesting aswell.
Summon Creation and Meathook is a nice idea for a fight. You don’t get punished too hard if you miss a Meathook, because a next one will be coming up. Also forcing players to move to a single position makes it challenging to get the boss down with all the puddles around.
Embalming Ichor is a big area aswell. I haven’t seen it despawn yet so I assume it doesn’t have a timer on it. On higher difficulties I can definitely see this ability become a problem. I suggest decreasing it’s size or have it go on ranged only.
Escape I currently have no idea how long Stitchflesh is staying in the fight for. Sometimes he would escape almost immediately other times he would stay until he died. I do suggest having him stay down longer if you Meathook him again while he is on the ground. Making it more of a risk reward situation with Dark Infusion.
Stitchneedle was a bit of a mess the first time I had to heal it. In the end it isn’t all too bad.
Nalthor the Rimebinder
Bit of a underwhelming boss aswell. Maybe this gets more fun with higher difficulties, but right now it feels like he isn’t doing a whole lot.
Comet Storm standard aoe ability, nothing bad about it.
Icebound Aegis didn’t really notice this one. Maybe it gets more noticable with higher difficulties. Would definitely keep the dmg proportion of it though.
Frozen Binds is a nice ability, something else to think about. The damage could be scaled up a bit, so players move out of it even faster.
Dark Exile is extremely frustrating for classes without big burst or movement abilities (aff lock for example). I had to spend more time trying to walk towards the NPC at the end then I did trying to kill him. In the end I ended up dying because I took to long. On my rogue however I barely noticed this mechanic and could just rush through.
The trash in this dungeon has a nice flow to it. Nothing is too difficult and nothing is too easy. You’re always kept active. Didn’t need a ridiculous amount of CC or Interrupts either, which is a nice change coming from BFA.
I would like to point out the 1st to last trashpack in front of the second boss caused more wipes than anything else.
Aesthetics really fit the theme of the dungeon. As you walk through the dungeon you can see an obvious shift going from plague to necromancy to a mad doctor with the overlord on top. Nothing felt out of place, and the layout of the dungeon is nice and linear.
I would like to suggest putting a checkpoint at boss 2 when it dies, so you don’t have to run all the way through again if you wipe.